Gameventions Posted January 22, 2015 Share Posted January 22, 2015 Working on an asteroids spoof. I have an asteroid that upon being clicked explodes. I use the particle emitter to break it into a bunch of small rocks which fly everwhere, love it, works great, love the physics of it. My question is, how would i approach retaining these particles. I would like to have a big asteroid that upon getting shot would use the emitter to break in the small ones, but I would ideally like these small ones stored in a group and then able to be shot as well, where as with the initial setup i have the particles once created disappear after the time stamp has run its course. Best way to approach this? ThanksRob Link to comment Share on other sites More sharing options...
Gameventions Posted January 22, 2015 Author Share Posted January 22, 2015 Ok so I figured most of this out, the emitter you create functions as a group and you can access it via setAll and callAll, only problem is I cant seem to add it to any other groups to maintain my collision detection, when I add the emitter group or do a for each on it and try to add the individual pieces no collision detection takes place... Link to comment Share on other sites More sharing options...
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